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jd40

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jd40 last won the day on March 25

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About jd40

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  1. [WIP] de_biome

    Update: I haven't changed much after the last playtest, most people seemed to like the layout. One problem I noticed was that nobody wanted to go B. It might have been because of the tunnel making it easy for CTs to flank. Or maybe because there is only one entry making it hard to enter the site. So far I added this door, making it harder for CTs to push the pipe, I also moved the spawns slightly so Ts get to B faster. I also started detailing the exterior. I'll be going for this style edit: oh and another layout thing, I opened up this AWP spot on A again so CT can hold A long a bit easier.
  2. [WIP] de_biome

    Update: I made some changes around B (right site) and mid entry into A. Dotted line means dropdown. Also here's some early art screenshots
  3. [WIP] de_biome

    Finally starting to detail this map but now one question comes up, do I have too many themes? maybe. I've basically got 3 themes. Dome installations & industrial Jungle Desert I think it may work. The map's theme is combining desert and jungle so gotta have those two. But maybe bombsite B being purely modern -dome theme is unnecessary. I could poke some holes in the ceiling and add leaves / dirt on the floor, or even go for full on abandoned bunker look. Any thoughts?
  4. [WIP] de_biome

    Yep it's mostly nuke models, the dome is a custom model.
  5. [WIP] de_biome

    Update: Skipped mapcore playtest on the last layout instead we'll be testing this one: The only changes are on B. I decided to remove the round "heaven" entry into B, as cool as it looked it just wasn't fun. Apart from that I also added some more holding angles and afterplant options for Ts. Also started with some detailing:
  6. [WIP] de_biome

    Update: New layout: Once again A site got most of the attention as it seems to be the most problematic one on playtests. Abandoned the idea of having CT spawn on A Bombsite A increased in size with more cover A long and short have been linked with a connector A long T entry into the bombsite is now a dropdown Terrorists now have default control of "A short open area" Removed verticality on "A short open area" Mid timings have been tightened
  7. [WIP] de_biome

    The one with connector is the new one
  8. [WIP] de_biome

    Update: New layout: Here's a gif showing the changes: To sum it up: CT spawn moved up to A A short and mid are now connected for T rotate options Some entries have been choked Added ceilings where applicable. This will have to be playtested soon.
  9. This is my entry for the contest. Whether I'll be able to finish this in time or not remains to be seen. Theme: Greenhouse with lush jungle (A), caves/tunnels (B). The exterior could either be a desert or snowy countryside. But first thing's first, gotta get this layout working. Playtest coming soon.
  10. [CS:GO][WIP] de_sanchez

    Thanks fmpone, I learned some new things there I'll try to apply them in the future. I'm going to polish this a bit over the next few months before starting another map. Needs some more optimization as well. Should also mention that if anyone wants to team up and do some models, or already has models that would fit, you're welcome to join. My models guy has been pretty busy lately and basically didn't do anything. We had some models planned for this map but then new inferno hit and it was pretty much covered. Still a few models wouldn't hurt.
  11. [CS:GO][WIP] de_sanchez

    Alright I've decided to release it with old lighting for now. Workshop release
  12. [CS:GO][WIP] de_sanchez

    I made it more yellow like some of you suggested, but not too sure about it, I kinda liked the washed out mountain air look.
  13. [CS:GO][WIP] de_sanchez

    @Bevielis Did you mean this?
  14. [CS:GO][WIP] de_sanchez

    thanks for the tips! I think it's an improvement, maybe the floor texture is a little too clean
  15. [CS:GO][WIP] de_sanchez

    Thanks for testing everyone Somebody asked about lighting. Here's some screenshots of what I tried so far That last pic is from yesterdays playtest, but I've increased the sun angle a bit since. The reason I chose this over the second pic is shadow advantage for CTs. Other changes: Breakable window on B short is now not breakable CT spawn had some room for optimization but T is as good as it gets Added some wires hanging throughout the map Fixed bombstuck and floating barrel at mid Fixed some clipping and loose nodraws, hopefully more when I get chat transcript or demo Added glowsticks at the bottom of A site elevator shaft. The last thing to do left is soundscapes.
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